Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI258 | ||||
Course Name: | Mother and Child Health | ||||
Semester: |
Fall Spring |
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Course Credits: |
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Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
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Mode of Delivery: | E-Learning | ||||
Course Coordinator: | Araş. Gör. ELİF BALKAN | ||||
Course Lecturer(s): | STAFF | ||||
Course Assistants: |
Course Objectives: | At the end of the semester, it is aimed that the students will be able to define maternal and child health, Pregnancy, Childbirth, Postpartum, Diseases of 0-5 year old children, Contagious Diseases of 0-5 year old children, etc. |
Course Content: | Definition of mother-child health, status of child health in our country and in the world, formation of pregnancy, child development during pregnancy, physical development (height, weight) and follow-up of 0-5 year old children, pediatric diseases (diarrhea and respiratory tract infections) seen in 0-5 year old children , immunization and rash diseases), vaccines, alternative practices related to pregnancy and newborn. |
The students who have succeeded in this course;
1) Will be able to define the factors affecting maternal and child health in the world and in our country. 2) Will be able to evaluate the criteria showing maternal and child health 3) Will be able to explain the formation of pregnancy and the development of the child during pregnancy. 4) Will be able to define infectious and chronic diseases of children 5) Will know the basic concepts of maternal and child health. 6) Has knowledge about alternative practices related to pregnancy and newborn. |
Week | Subject | Related Preparation |
1) | Definition of health and maternal/ child health | None |
2) | Status of maternal and child health in Turkey and the World/ Key indicators | None |
3) | PREGNANCY DEVELOPMENT (BEFORE BIRTH, BIRTH, AFTER BIRTH) | None |
4) | PREGNANCY DEVELOPMENT (BEFORE BIRTH, BIRTH, AFTER BIRTH) | None |
5) | CHILD DEVELOPMENT (Postnatal Newborn Care) | None |
6) | Healthy child follow-up (Public Health approach) | None |
7) | MIDTERM EXAM | None |
8) | DISEASES and SYMPTOMS of 0-5 years old children | None |
9) | DISEASES and SYMPTOMS of 0-5 years old children | None |
10) | TRADITIONAL interventions IN THE NEWBORN | None |
11) | vaccines | None |
12) | Game Injuries and First Aid | None |
13) | Approach to Child Abuse/ Baby and Child Nutrition | None |
14) | Term Evaluation | none |
15) | final exam | none |
Course Notes / Textbooks: | None |
References: | T.R. Ministry of Health mother baby child adolescent follow-up protocols guide https://sbu.saglik.gov.tr/ |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
5 |
6 |
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Program Outcomes | ||||||||
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. | ||||||||
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. | ||||||||
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. | ||||||||
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. | ||||||||
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. | ||||||||
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. | ||||||||
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. | ||||||||
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. | |
2) | Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. | |
3) | Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. | |
4) | Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. | |
5) | Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. | |
6) | Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. | |
7) | Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. | |
8) | Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 50 |
Final | 1 | % 50 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
total | % 100 |